Green Sun, Black Shadows (CG/Exalted)

Final Tally:

Vote Tally : Green Sun, Black Shadows (CG/Exalted) | Sufficient Velocity
##### NetTally 1.1.2
[X] Paradox
No. of Votes: 17
wingstrike96
Antumbra
Broken25
chocolote12
Dark Lord Bob
Darklord.
Giygas
HeuristicKeeper
Kiriel
Krain
Logos
Malkavian
Prent
ScrewFate
SometimesMaybe
Vaalintine
Yoh
[X] Rage
No. of Votes: 16
Creticus
afterthought53
AZATHOTHoth
codeRR
Doomsough
GilliamYaeger
Happerry
Karugus
LastChronicler
Reklaw
Robotninja
SirLagginton
UberJJK
Undead-Spaceman
Yzarc
Zaratustra
[X] Paradox Oramus
No. of Votes: 5
veekie
Kelenas
mastigos
Unelemental
useofstrike32
[X] Obsession
No. of Votes: 3
Leingod
1986ctcel
Lilithium
[X] Rage Malfeas
No. of Votes: 2
Tel Janin Aman
dacsan
[X] Stories
No. of Votes: 2
dwennon
notthepenguins
[X] Hierarchy
No. of Votes: 1
touhou ranfuku
[X] Consumption
No. of Votes: 1
Vanestus
[X] Depth
No. of Votes: 1
Ct613hulu

Total No. of Voters: 48


Paradox won. Congratulations: Lelouch is now officially the first Green Sun Prince to ever received the favor of the Dragon Beyond the World! Ebby isn't happy, the other Yozi are intrigued and Oramus for once is shaking not in rage or for a fitful sleep, but from laughing.
 
Paradox won. Congratulations: Lelouch is now officially the first Green Sun Prince to ever received the favor of the Dragon Beyond the World! Ebby isn't happy, the other Yozi are intrigued and Oramus for once is shaking not in rage or for a fitful sleep, but from laughing.

Wow...that's funny, the first GSP to gain his favor lol


He doesn't like sharing...also cause he can't understand Oramus and can't do shit to him cause he can't get a read on him. Remember his charms are all about "You don't have a clue on what I want,how I want it or even WHO I really am! :D"

That type of stuff makes it hard to social, which is really the only thing ED is good at.
 
Because The Ebon Dragon is the nemesis/shadow of everything, so if someone's happy he will become unhappy, that is his nature and he does not know how to stop it nor how to prevent it from happening, in fact he doesn't understand why should he always do it.
This, pretty much. The problem likely is that with Oramus, his theme of Paradox likely makes it so that he is, for example, happy and unhappy at the same time, or both loves and hates something. Which probably makes it hard or even impossible for the Ebon Dragon to get a "grip" on.

On the other hand, it could easily be something much more mundane, such as the fact that we're sponsored by Oramus somehow screwing with some magnificent bastardry ED had planned.
 
Don't let the giant robots fool you, Code Geass is all about social. Though I do wonder how the Codes and Geasses will interact with Exaltations.
 
Double dragon fuck yeah.

Now lets drive enemy intelligence gathering operatives up the goddamn walls as they'll have no idea what we're actually aiming for, thus they can't plan to stop us.

Paradox won. Congratulations: Lelouch is now officially the first Green Sun Prince to ever received the favor of the Dragon Beyond the World! Ebby isn't happy, the other Yozi are intrigued and Oramus for once is shaking not in rage or for a fitful sleep, but from laughing.
Yessss.
Intrigued other Yozi, Ebby is salty and who knows, we might even be able to properly communicate with Oramus if we develop enough.
 
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Paradox won. Congratulations: Lelouch is now officially the first Green Sun Prince to ever received the favor of the Dragon Beyond the World! Ebby isn't happy, the other Yozi are intrigued and Oramus for once is shaking not in rage or for a fitful sleep, but from laughing.

Two things. Can you post the complete list of Oramus charms or at least confirm that they are the same as from the site I linked earlier.

The second thing I wanted to ask is if you will be using Canon witness to darkness with the no Charisma penalty? Because Lelouch's key traits were Charisma in addition to Manipulation.
 

Oramus is as good at escaping as the Ebon Dragon. Perhaps even better because Oramus specializes in violating the natural order. As a result, if you want to keep a good grip on your investment, seeing them learn Oramus charms is probably not an encouraging sign.

Also, what schemer likes unexpected twists and turns?
 
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The second thing I wanted to ask is if you will be using Canon witness to darkness with the no Charisma penalty? Because Lelouch's key traits were Charisma in addition to Manipulation.

Oh s*^&* yeah that would hurt.

Also right now, my question is hoping we get good war rolls. We ARE a general not just a schemer
 
Looking at the charms, we can melt reality into chaos, punch people from surprise every time, and also spend our entire sleep time plotting.
Also, we can drive them crazy via social interaction. In an age of telecommunication.

We're going to have so much fucking fun with this... :D

I'm also hoping that we'll be able to branch out into Cecelyne Charms and get Verdant Emptiness Endowment and its follow-ups. Not necessarily for the benefits it gives us in regards to improving ourselves, or creating (potentially unwilling) minions and paws, but simply to add to our ability to just screw around and drive people nuts trying to figure us out. Just going around granting the wishes for random people that we happen to overhear, and watch what happens.
 
Update 50% done. May make a pause for dinner.

Two things. Can you post the complete list of Oramus charms or at least confirm that they are the same as from the site I linked earlier.
Sure. The site is effectively the same, but I am using Revlid's Isidoros.

BEAUTIFUL IN MY WAY
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: None

Oramus is alien - he is Other in a sense that none of the other Yozis can match. And yet he possesses an eerie, strange beauty that draws demons to his perpetually bound self like moths to a candle flame. On purchasing this Charm the Infernal's Appearance is increased to 5 - but it is an alien beauty, and fascinating others as they are drawn unstoppably into its orbit. Every scene the Infernal spends with another character counts as Unnatural Mental Influence devoted to building an Intimacy of rapt fascination in that character.

She may spend 2 points of temporary willpower (reduced to 1 point for positive Intimacies) to not cause this effect in a given character for a scene.


SECRETS OF THE SELF HELD FAST
Cost: 7m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Social, Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Beautiful In My Way

When Oramus is asked his cause for action, in the most case his only response is a wry, knowing smile that hides his actions in a veil of enigmas and riddles. The Infernal may invoke this in Social Combat as a Perfect Defence against any attempt to read her Motivation, her body language disappearing and the sole expression on her otherwise neutral face a knowing smile that seems to mock the interrogator as he struggles to discover her intentions.

This Charm is subject to the Imperfection of Oramus.


ASSUMPTION OF MU
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Secrets of The Self Held Fast, First Oramus Excellency

Ask what Oramus is, and you will receive no answers. Ask what he is not, and you will receive them all. Any action or ability that reveals something about the Infernal automatically succeeds, but instead reveals that some other thing, which must be plausible and fitting with the question asked (as determined by the Storyteller), is false. Against Charms, this effect usually results in a roll-off, to which it provides (Essence) bonus successes. If possible, this Charm returns a different negative each time.

Example: Bob the paranoid Slayer uses Insignificant Embers Intuition on John the puny Malefactor. Normally, the Charm would reveal that John has Essence 2, but if he wins the roll-off, it Bob will instead learn that John doesn't have Essence 3, leaving him wondering if John is weaker than his own Essence 3, or outweighs him at Essence 4+. Paranoid as fuck, Bob continues to check, eventually eliminating each step from 4 to 10, at which point he has spent 18 motes, and John frustratedly asks his teammate why he didn't just ask about it.


MASQUE OF HOLLOW FACES
Cost: 9m, 1wp; Mins: Essence 3 (Repurchase Essence 5); Type: Simple
Keywords: Social, Illusion, Sorcerous
Duration: Indefinite
Prerequisite Charms: Secrets of the Self Held Fast

The mind of Oramus is a riddle wrapped in a mystery inside an enigma, and grasping what he thinks or cares about is a truly challenging task, beyond even the greatest savants of the First Age.

The Infernal may create a false Motivation and set of Intimacies which appear to all intents and purposes (including Charms which read such things) to be the reality of the matter, but have no real correlation with the actual contents of his mind. The number of false Intimacies he may build are equal to (Willpower + Compassion), and this mental disguise may be removed or donned as a Reflexive action, remaining there so long as motes remain committed to maintaining the mask or until Emerald Countermagic is used to dispel it.

A repurchase at Essence 5 allows the Infernal to have as many such hollow personalities as his Permanent Essence, with a maximum of 7, and to switch between them as a Reflexive action.


NAME SHROUDED UNDER VEILS
Cost: -; Mins: Essence 3 (Repurchases Essence 4/5); Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Masque of Hollow Faces

It is the sole pleasure of Oramus in his imprisonment that he may mock those who propose to know his true name, for in actuality he has seven impossible ones, and all the other monikers, titles and sobriquets mortals create can never properly describe or define his true and utterly paradoxical nature.

This Charm permanently upgrades Masque of Hollow Faces. In addition to the mental disguise it creates, the Infernal may take a new name as part of it which to all Charms and other techniques for telling the truth is his actual name. This name must maintain a level of verisimilitude - a name which rings false to others will not work for such purposes.

At Essence 4 a repurchase will allow the warlock's fake moniker to be a title of some description, say, 'the Lady' or somesuch.

A repurchase at Essence 5 allows the Green Sun Prince to assign a name to each of the fake personalities he creates, hiding his true identity under a great number of veils.


FALSE IDENTITY INTERNALISATION
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Masque of Hollow Faces

Oramus may hide his innermost nature just as well as he decieves others to his name and personality, for what men see of him is never the whole picture or the uttermost truth - such things he never deigns to reveal, for what he holds to himself he always has power over.

Masque of Hollow Faces is permanently upgraded by this Charm - it may display a different set of Virtues than the Infernal actually possesses, to those beings capable of sensing such things. This set is equal to the number of points the Infernal spent on Virtues during character creation (but must be allocated differently, no Virtue taken below 3 dots).


NIGHTMARES GLANCED THROUGH THE MIND'S EYE
Cost: 7m; Mins: Essence 3; Type: Simple
Keywords: Emotion, Shaping
Duration: Instant
Prerequisite Charms: Masque of Hollow Faces

The nightmares of Oramus seep into the warlock's mind, not strong enough to yet appear in his dreams but still enough for a glimpse to serve as a mental defence against his enemies, should they seek to break his mind.

When the Infernal uses willpower to throw off Unnatural Mental Influence, he may give the person delivering the influence, provided he is present within 10 x Essence feet of the Green Sun Prince, a flash of the impossibilities of Oramus' nightmares bursting through his mind as a Shaping effect. This is also an Emotion effect building an Intimacy of terror applied to the Infernal.


MULTIPLE ORIGINS INTERTWINING
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: Illusion, Shaping
Duration: Permanent
Prerequisite Charms: Name Shrouded Under Veils, False Identity Internalisation

The story of Oramus has many origins written for him, and none and all are true at the same moment, so that none know the beginning of his tale or the details of his genesis.

Anyone trying to recall a piece of information about the warlock's past history must make a (Wits+Integrity) roll to defeat the aura of falsehoods and half-truths which surround the details of his genesis. If failed, they recall a plausible-sounding yet utterly misleading string of circumstances in which he is a central figure.


INSANE GRACEFUL MOVEMENTS
Cost: 7m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Social, Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Beautiful In My Way

Oramus moves in ways which are impossibly graceful, their alien geometries drawing all eyes to him and eliciting a feeling of terrible beauty about him - at least, they would if he were not bound inside his own broken wings.

This Charm works for one scene, making the warlock the fulcrum of attention as these eerie and beautiful movements hypnotise and fascinate all around her. They function to make all her social attacks Unnatural Mental Influence for the duration of the scene, which may be resisted as normal.


HORROR AND BEAUTY AS ONE
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Insane Graceful Movements

The beauty of Oramus is found in his horror and his horror in his beauty. Given enough time, the two become indistinguishable.

When the warlock uses Insane Graceful Movements, it causes an Emotion effect building simultaneous Intimacies of horror and reverence as they see disturbing, uncanny flashes of alien terror and beauty in her movements. This is an Obvious effect.


SEVEN SIGNIFIERS OF SELF
Cost: -; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Secrets of the Self Held Fast

Upon purchase of this Charm, the Infernal gains seven distinguishing features (decided between the Storyteller and the Player) which define him as himself and no other being. They are Obvious to Charms such as All-Encompassing Sorcerer's Sight, appearing as tendrils of rainbow essence curling about the warlock. They enforce a -2 penalty on any attempt to Impersonate the Infernal.


GLIMPSED THROUGH A WARPED MIRROR
Cost: 14m, 2wp; Mins: Essence 5; Type: Simple
Keywords: Shaping, Sorcerous
Duration: One Scene
Prerequisite Charms: Seven Signifiers of Self, Masque of Hollow Faces

Oramus is a dragon with seven wings. He is also a temple with seven minarets, an ourobouros-serpent of seven colours, a galleon with seven masts anchored to a single pearl, and many more besides. These are facets of the true Oramus in all the infinite realities where he is manifest - they are the selves he is in many other worlds.

On using this Charm, the Infernal shifts shape to an alternate version of himself (he may have his Permanent Essence of these in readiness for use) - he may be a scholar, a martial artist, a businessman or even an animal such as a peacock or eagle. Forcing himself to take the shape of what he could have been in another world is taxing however, and he may only maintain this capability until the next Scene.

The Infernal always maintains the seven signifiers of who he is in some fashion on his body, for otherwise he would not be himself. They remain Obvious as the prerequisite.

The Charm's effect may be broken early by the use of Sapphire Countermagic.

Ululating Nightmare Wings
Cost: -; Mins: Essence 2; Type: Permanent
Keywords: Emotion, Obvious
Duration: Permanent
Prerequisite Charms: None

Sleeping in his eternal prison, Oramus' seven wings stretch in invisible directions, touching the minds of all around him with horror beyond horrors. When the Infernal sleeps, he projects an aura of night terrors, reaching between (Essence * 20) and (Essence*200) yards, Infernal's choice. Those who sleep within this area are plagued by dreams of impossible realities, cyclopean dimensions and horrors beyond Time itself, waking in pools of their own sweat. Upon waking, they take a -1 internal penalty to their Willpower recovery roll, plus -1 for each subsequent hour they began in the grasp of the Dragon Beyond the World, to a maximum of one plus the number of consecutive nights they've spent sleeping under the Charm's effect.

When touching (per the Touch keyword) any single target, the Infernal may spend a single mote, marking their minds with his power (this manifests as an invisible 0-point mutation) as a Shaping effect. The penalties someone so marked suffer from the Infernal's Ululating Nightmare Wings never rise above -1.


Midnight's Shadow Scars
Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Desecration
Duration: (Essence) nights
Prerequisite Charms: Ululating Nightmare Wings

In Oramus' shadow dwells more than fear, there is a madness there, as real and alive as can be. Activating this Charm, the Infernal specifies a package of derangements worth no more than (Essence) mutation points. When next she sleeps, anyone affected by her Ululating Nightmare WIngs gains this package at a rate of one mutation point per night (in an order of the Infernal's choice). For Essence-wielders, this effect is Crippling and lasts seven weeks. For mortals, it is permanent. The Infernal may choose not to affect those she has marked with Ululating Nightmare Wings' second effect.

If the Infernal also has Pyreflame Footlights, she may exchange any number of mutation points for an equal number of dots in Whispers.


Waking Dreamer Paradox Existence
Cost: - (1m); Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ululating Nightmare Wings

Though he slumbers deep, the mind of Oramus is not confined to unconsciousness. This Charm is a permanent alteration to the Infernal's dreams. While asleep, his mind awakens in a dark place of impossible forms and That Which Is Not. In this state, he may perform any purely mental activity, from planning to rigorous mental exercises, and is considered to have any basic tools save those containing information he does not know. In addition, a thin line of ephemera connects him to the rest of his form, informing him instantly of anything that happens to his body, and allowing him to wake instantly at any time by spending a single mote.


Touch of the Eldest
Cost: - (1wp); Mins: Essence 2; Type: Permanent
Keywords: Dream, Social
Duration: Permanent
Prerequisite Charms: Waking Dreamer Paradox Existence

The Solar Host has bound Oramus as securely as can be done, preventing his every hope of egress. Nevertheless, the Dragon Beyond the World finds ways, however small, to move around and through his cages. While asleep, the Infernal senses the number and rough location (down to a precision of 100 yards) of people affected by her Ululating Nightmare Wings, as well as identify any of them she has tagged with that Charm's secondary effect. In addition, by spending a single point of Willpower, she may reach out with her mind to them, communing with them for a single Scene in a landscape of shared dream-images. In this scenery, neither party may physically harm the other, and either may end the scenario at any time by spending one Willpower to wake up.


Sublectic Beast Invocation
Cost: 15m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisite Charms: Midnight's Shadow Scars

Oramus' nightmares birth monsters strange and beautiful. His earliest dreams were influenced by the madness of the Wyld, and the embodiment of everything he was not. The first product was a shadow, a darkness that infested the war-games of the Fair Folk and Primordials. When the Infernal next sleeps, she enters a fitful nightmare that imposes a -1 penalty on her roll to recover Willpower. However, the Infernal draws the potential of her nightmares into an imaginary monster. To use this Charm, the Infernal kneels and entreats the madness of reality in Old Realm, necessitating she know the language and make a successful prayer roll (target number -1 for every Derangement she possesses, including Nightmare Fugue Vigilance). Her words spread as an invisible ripple through the cosmos, entreating a monster to rise and serve the will of Oramus through her. The summoned beast is drawn bodily into the slipstreams of the cosmos, arriving (10 – Essence) minutes later. While the Charm remains active, the monster is enchanted as follows:

• It must obey the Infernal like a bound demon without regard for its own safety. This Servitude can't be broken by spending Willpower.
• It understands all commands the Infernal speaks to it in Old Realm and can execute those commands as though it had minimum Intelligence 2.
• The Infernal can command it at a distance via successful prayers as though the beast knew First Oramus Excellency.

The creatures summoned are statistically identical to Fair Folk Cataphractoi or Diplomats, at the discretion of the Infernal. Separate activations can bind multiple creatures. With Essence 3+, the Infernal may also summon natural animals warped into Wyld Mutants. The player selects desired mutations that can't encompass more positive mutation points than (the Infernal's [Willpower + Essence]) + (the creature's total number of negative mutation points).

With repurchase at Essence 3+, the warlock can entreat the nightmares of Creation or the Wyld at night (or the horror of the Demon Realm at any time), summoning an unbound member of any non-aquatic First Circle demon race (but not a specific demon) from any realm of existence. The Charm enslaves these demons normally, but is preempted by spells that summon or bind enchanted demons.

A third purchase at Essence 5+ allows the summoning of any specific non-aquatic Primordial behemoth smaller than a geographic entity (i.e. no Lintha Ng Oroo). This follows the timing and location restrictions for First Circle demon summoning. The Charm only brings the behemoth to the warlock and doesn't grant control unless the warlock's Essence is greater than its. If other creatures smaller than the behemoth are in physical contact with it when it answers the summons, they are carried along. Behemoths are unique and powerful; most are massive, nigh-immortal entities capable of challenging Celestial Exalted.


What Is and What Should Never Be
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

The Dragon Beyond the World only ever sees that which Is Not, the beings, concepts, and stranger things fundamentally forbidden to Creation by the nature of the Shinma chosen to define it. What stupefying wonders and bright horrors are there to behold! Compared to these, the material of Creation is as dross and ash, an unfit subject for meditation. By his deeds shall the Impossible Dragon sing this truth. The Infernal becomes the gatekeeper of unearthly magnificence, gaining a Stunt Pool equal to the sum of his two lowest Virtues. As with a Raksha Stunt Pool, the Infernal may draw dice from this pool to supplement any action, including an action that would not normally qualify for a stunt (the Storyteller always has first preference for granting stunt dice to an action). No action may have more than three stunt dice applied to it in total, whether from the Storyteller, this Charm, or a combination of the two. Successes granted by any stunt dice are treated as normal stunt dice successes that can activate (Yozi) Mythos Exultant benefits. This Stunt Pool automatically refreshes at the beginning of each story. Additionally, stunt dice that are retained through Oramus Mythos Exultant can be added to the Stunt Pool, up to the Stunt Pool's maximum. An Essence 3 repurchase of this Charm increases the Stunt Pool to the sum of the Infernal's highest and lowest Virtues, while an Essence 4 repurchase increases the Stunt Pool to the sum of the Infernal's two highest Virtues. A final repurchase at Essence 5 increases the Stunt Pool to the sum of all of the Infernal's Virtues.

However, dwelling on the insane, terrible beauty of the Beyond has a price; as the Infernal's attention is drawn towards the Beyond, she finds it harder to focus on the mundane things of Creation. The Infernal suffers an external penalty to all Perception and Awareness rolls equal to her permanent Essence while in Creation.


Reality-Raking Claws
Cost: 5m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Obvious
Duration: One Scene
Prerequisite Charms: What Is And What Should Never Be

Those things which fascinate or anger Oramus, he erases, that their memory might serve as his muse and comfort. Upon hitting the target, an attack supplemented by this Charm leaves a small crack in the target, a jagged, otherworldly thing that shines from within with alien light. Should they die or be destroyed while this crack remains on them, the crack spreads, covering their body entirely in a matter of moments before they explode in a fine shower of rapidly dissolving dust. This effect completely annihilates both body and soul of any target with less than Deathlord immortality as a Shaping effect (bypassing most Shaping defenses due to technically occurring after the target's death), leaving but a faint trace of intangible Essence that ties around the Infernal's soul. The Infernal may use these Traces when crafting, infusing her creations with the essential nature of her fallen foe, treating them as an exotic component much the same in nature as they themselves could have been. She may tie up to seven Traces to herself at a time, and may reflexively discard any Trace she holds at any time.


Play the Music, Light the Lights
Cost: 10m, 1 wp; Mins: Essence 2; Type: Simple
Keywords: Sorcerous, Shaping, Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: What Is and What Should Never Be

How can these mobile lumps of clay stand to live in such drear? Oramus shall give them a glimpse of profound horror, such that they shall never forget the powerful dramas enacted just beyond their vision! The Infernal creates a Wyld zone, centered on her, with a radius of [permanent Essence x 100] yards. At Essence 10, this changes to a radius of (permanent Essence) miles and becomes a Blasphemy effect. Countermagic targeted at the center of the Wyld zone dispels it. The Wyld zone has all the characteristics of a Bordermarch, becoming a Middlemarch at Essence 3, Deep Wyld at Essence 4, and Pure Chaos at Essence 5.


Impresario's Sure Hand
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Play the Music, Light the Lights

It is not proper for a director to become entranced by the scenery and lose sight of the production. The Infernal becomes perfectly immune to effects of exposure to the Wyld, including mutation and Wyld Addiction.


Sheltering the Troupe
Cost: 2+m; Mins: Essence 3; Type: Reflexive
Keywords: Shaping, Combo-OK
Duration: One scene
Prerequisite Charms: Impresario's Sure Hand

Be In rare moments of relative sanity, the Lord of Not sees the value of protecting useful friends from the wrenching beauties of the Beyond. The Infernal can extend the protection of Impresario's Sure Hand to any number of targets at a cost of 2m per target. An Essence 4 repurchase extends the duration of this protection for a number of weeks equal to the Infernal's permanent Essence.


Calculating Dho-Hna Angles
Cost: 0+m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: What Is and What Should Never Be

Through his unfathomable power and profound madness, Oramus can defy the Shinma for brief periods of time to impose alien principles and paradoxical truths on an unsuspecting reality; who can hope to defend against that which has no precedent or referent to the possible? A physical attack supplemented by this Charm becomes unexpected, with no chance for the victim to engage in a roll to remove this label. Only Charms or similar magical effects that explicitly remove the unexpected label, such as Threat Monitoring Excitement, can allow the target to defend normally. An Essence 4 repurchase permits this Charm to be used to supplement Social Attacks. This Charm has a tiered cost. If the Infernal is in Creation and Yu-Shan, it costs 8m. In the Bordermarches or the Underworld, it costs 4m. In the Middlemarches or Malfeas, it costs 2m. In the Deep Wyld, it costs 1m. In Pure Chaos, it costs 0m.


Dreams of Air and Darkness
Cost: +3m; Mins: Essence 3;Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Calculating Dho-Hna Angles

The Dragon Beyond the World was feared by all who opposed him, and rightly so; what can shelter you from that which is only as tangible as a dream, yet horribly real? This Charm follows all of the same rules as its prerequisite, including costs, but permits the supplemented attack to ignore any bonuses granted to the target's DV by cover. An Essence 4 repurchase allows the Charm to ignore natural soak and any soak and Hardness from a non-magical source as well.


Deadly Trompe l'oeil
Cost: 5m; Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Calculating Dho-Hna Angles

During the Primordial War, many were the Exalted hosts who thought to attack Oramus from afar or to engage him in guerilla hit-and-run battles. They were…disappointed to discover that the Impossible Dragon did not honor such concepts as "distance." This Charm permits the Infernal to attack any target who attacked the Infernal during the scene, regardless of the distance between the Infernal and the target. The Infernal does not actually move as a result of this Charm; she simply draws upon exotic and alien formulations to fold and pierce the concepts of space and distance for an action (although the sympathetic link created between the Infernal and the target at the moment of the Infernal's attack permits the target to counterattack the Infernal, if applicable). When used against a Charm that imposed an arbitrary amount of distance between the Infernal and the target, such as Swallowed in Eternity, a roll-off is required. An Essence 4 repurchase of this Charm permits the Infernal to attack such a target even if the target is in another plane of existence from the Infernal.


Actors in a Child's Play
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: What Is and What Should Never Be

What delight the Impossible Dragon takes in the Raksha! While they are still lesser, pitiful beings, at least they struggle in their feeble ways to comprehend the majesty of the Beyond. Oramus honors them by joining in their little games. The Infernal may choose to engage in Shaping Combat with a Raksha, as described in Graceful, Wicked Masques. For these purposes, the Infernal's rating in each Grace corresponds to the Infernal's applicable Virtue plus the Infernal's permanent Essence score. In the unlikely event that the Infernal is defeated in Shaping Combat, the Infernal is affected like any other Creation-born entity.


Painted Wooden Swords
Cost: 4+m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Actor in a Child's Play

The Raksha must forge their weapons, monsters, and conjurations out of the vital essence of what defines them; Oramus is not so limited. The Infernal conjures a Shaping Combat weapon or armor into existence by paying 4m plus the Artifact value of the weapon or armor in question. The weapon or armor produced by this Charm is only useful in Shaping Combat; a conjured behemoth, for example, cannot be set free to rampage across Creation and is not built with mutations.


Bright Costumes and Bold Makeup
Cost: 4m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Illusion
Duration: Indefinite
Prerequisite Charms: What Is and What Should Never Be

History records that Oramus was a mighty dragon with seven limbs, but he was never constrained by so petty a concept as shape. By activating this Charm, the Infernal may appear as anything she desires as an Illusion effect. Changing her appearance requires reactivating the Charm. Seeing through this Illusion requires the viewer to spend Willpower equal to the Infernal's permanent Essence (maximum of 5 Willpower); once a viewer pierces the Infernal's illusory shape, the viewer cannot be affected by this Charm again in the Scene. The listed cost is for activations of this Charm outside of the Wyld; in the Wyld, this Charm is free.


Pyreflame Footlights
Cost: 15m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Shaping
Duration: (Permanent Essence) days
Prerequisite Charms: What Is and What Should Never Be

The Neverborn are pure examples of the impossible made actual; the Primordials could not die, and yet a number of them now suffer in agony forever in death without end. Owing to this, Oramus finds them unhealthily fascinating and remains the only Yozi who will treat with them (besides the Ebon Dragon, who transgresses all bounds of propriety).

Upon activating this Charm, the Infernal gains a temporary rating in Whispers equal to her permanent Essence score, and may use Sorcerous Enlightenment of Oramus to imitate Necromancy spells as well as Sorcery spells for the Charm's duration. However, while this Charm is active, the Infernal loses the ability to regain Willpower through any means other than stunting, as her nightmares are haunted and warped by the eternal dying screams and curses of the Neverborn.


Dancer in Infinite Silence
Cost: —; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Pyreflame Footlights

As the Lord of Not conversed with his dead siblings in dreams, he discovered to his great surprise that the twisted world spawned from their nightmares contained within it a faint spark of the blazing inferno of the Beyond, for it was a thing that could not be, and yet demonstrably existed. This Charm upgrades Pyreflame Footlights. While that Charm is active, the Infernal considers the Underworld and all denizens native to the Underworld, such as ghosts, to be magical (see "Magic").


Flowers Bloom Like Madness
Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: None

Kimbery fancies herself a great artist of grand guignol atrocities, and Autochthon was only tolerated by his brethren because of his abilities as the Great Maker, but no Primordial could match Oramus for the sheer, impossible splendor of his works, each one as unique as a snowflake, as precious as a jewel falling into a still pool of water, and as deadly as cold steel. This is only just; Oramus was inspired by the nightmare un-scapes of the Beyond, and nothing can behold such sights without penalty.

The Infernal automatically acquires bonus successes on any Craft roll equal to the Infernal's permanent Essence. An Essence 4 repurchase of this Charm further reduces the required time between each Craft roll, if applicable, to (1/permanent Essence) the required time. However, all of these bonuses only function if the Infernal is creating a unique item. A stunningly-original garden or a sword the likes of which Creation has never seen would be eligible for the bonuses; recreating such things would not be. Furthermore, whenever an Infernal activates this Charm to supplement a Craft roll, the Infernal becomes subject to a Derangement of the player's choice for the remainder of the scene, provided that it is not a Derangement that already afflicts the Infernal (although a player is permitted to re-select a partially-controlled Limit Break Virtue Flaw, upgrading it to the full uncontrolled version).


Muse of Unearthly Delights
Cost: 10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Obvious, Shaping
Duration: One scene
Prerequisite Charms: Flowers Bloom Like Madness

Oramus is a generous soul, willing to impart stunning visions of the Beyond to those capable of appreciating the soul-wrenching vistas. That such an experience is invariably damaging to the mortal mind is something he either does not realize or does not consider important; demonic scholars continue to debate this issue. The Infernal acts as a wicked muse for another person within sight of the Infernal, granting that person successes to a specific kind of Craft roll. Upon activation of this Charm, the Infernal learns what, if any, score the target has in Craft, and the Infernal determines the Craft specialty to which the bonus successes are applied (successes cannot be allocated among multiple Craft specialties without multiple activations of this Charm). The same restrictions regarding the unique nature of the Crafted result as imposed by Flowers Bloom Like Madness apply to this Charm. In addition, the number of successes granted equals the bonus point cost of a Derangement mutation, chosen by the Infernal, that is imposed on the target at the same time as the bonuses. Both the bonuses and the Derangement last for the remainder of the Scene.

Because the Charm is Obvious, the target intuits that insanity will go hand-in-hand with the gift. Those who do not wish to trade lucidity for artistry may resist the effects of this Charm by paying 1 Willpower. Doing so immunizes the target from the effects of this Charm for the remainder of the Scene. An Essence 5 repurchase causes the successes granted by a successful activation of this Charm to be permanent. The imposed Derangement also becomes permanent as a Desecration effect and imposes the Creature of Darkness mutation on the target at the same time as the Derangement, if the target does not already possess it.


Bafflement of Shining Scales
Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Flowers Bloom Like Madness

The most powerful weapons and Charms levied against the Impossible Dragon during the Primordial War failed against the alien powers he could marshal; attacks would be swallowed up by impossible angles, wasted as Oramus fractured reality such that he would be both killed and untouched at the same time, and otherwise thwarted in an endless number of ways. Then one day a young Solar, the sole survivor of an ill-fated expedition against the Dragon Beyond the World, exhausted, bereft of Essence and without Artifact weapons, swung her fist against Oramus in a last and desperate act of defiance. The limits of this power were finally revealed.

The Infernal perfectly parries any attack she is aware of, even if it is unblockable. The Infernal can stunt this parry with an appropriate description of the impossible way the attack failed. This Charm suffers from the Imperfection of the Dragon Beyond the World.


Words that Twist Like Daggers
Cost: 2m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Shaping, Sorcerous
Duration: Instant
Prerequisite Charms: None

Those who talk with Oramus do so as gingerly as those who once warred against him, for it is in the nature of the Impossible Dragon to spread madness like the clouds spread rain. A social attack supplemented by this Charm becomes unnatural mental influence. If the target of the Infernal's social attack does not successfully resist the attack, the Infernal may choose to impose a Derangement of the Infernal's choice on the target in addition to any other effects of the successful social attack. This Derangement lasts until the end of the scene. At Essence 4, the Derangement can become permanent as a Desecration effect at the Infernal's discretion if the Infernal successfully attacks the target with this Charm a number of times in the scene equal to the bonus point value of the Derangement in question; the Derangement is still temporarily imposed upon the first successful use of this Charm in a Scene, and subsequent uses simply build towards the Derangement's permanence.

As the Infernal increases in power, this Charm becomes even more fearsome. At permanent Essence 5, the number of successful attacks required to impose a Derangement are halved (rounding down). Finally, at permanent Essence 7, the Charm becomes permanent and automatically supplements all of the Infernal's social attacks at no cost, regardless of whether the Infernal desires this effect or not.


Soul-Eroding Production
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Words that Twist Like Daggers

The masques, plays, operas, exhibitions, and other events sponsored by Oramus before the Primordial War are still famous even today among the denizens of Malfeas, sending the audiences insane with joy at the spectacles of pure artistry wrought by the Lord of Not.

This Charm permits Words that Twist Like Daggers to supplement a Performance-based roll against any number of targets that are in the Infernal's presence. An Essence 4 repurchase permits Words that Twist Like Daggers to be used remotely by the Infernal on any witness to a unique piece of art that the Infernal has created, such as a painting, sculpture, book, or play (including a play created by the Infernal that is being performed in the Infernal's absence). The Infernal subliminally becomes aware of when such a piece of art is being viewed by a sapient being or beings (although no information about the viewer is conveyed) and can choose to initiate a social attack (based on Performance for multiple viewers) supplemented by Words that Twist Like Daggers against those viewers. A further repurchase at Essence 5 permits the Infernal to teleport to the location of the artistic piece through which she channeled a social attack at an additional cost of 5m.


Soothing Balm of Insanity
Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Words that Twist Like Daggers

The changeability of Oramus' perspective was a byword among his Primordial brethren; he seemed to be a veritable kaleidoscope of madness. The Infernal may activate this Charm in response to any successful social attack or mental influence. The Infernal perfectly parries the successful attack. The Infernal then imposes a Derangement on herself with a bonus point value that is equal to or greater than the amount of Willpower that would have been required to cancel the attack's effects; a Derangement that qualifies as a Deformity will substitute for any amount of Willpower. This Derangement remains for the rest of the Scene. The Infernal cannot impose a Derangement on herself that she already has; if that is the only option, this Charm fails. However, the Infernal can re-impose a Partial Limit Break Virtue Flaw, which then becomes the fully-uncontrolled version.


Fractured Mind Empowerment
Cost: —; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Words that Twist Like Daggers

Oramus has no use for sanity, as he has long since discovered the power that can be reaped from shattering his own lucidity to let the mad power of the Beyond flow through him. The Infernal gains an Overdrive pool of up to 15 motes. Initially empty, the Infernal can fill the pool by imposing a Derangement on herself as a free action. Doing so adds the values of the Derangement in bonus points as motes to the pool. Additionally, this value is added again to the pool each time the Infernal acts in accordance with the Derangement, at the Storyteller's discretion. For example, an Infernal who flurries to waste an attack on an imaginary foe during combat would gain 2 overdrive motes for mimicking the Delusions Derangement. Any Derangement gained by this Charm remains in effect for the rest of the Scene.


Ornamental Lunatic Pyre Shintai
Cost: 15m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Shaping, Sorcerous, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Play the Music, Light the Lights; Bright Costumes and Bold Makeup; Words that Twist Like Daggers; Sorcerous Initiation of Oramus

Oramus is not content merely to transmit the glory of the Beyond. His abysmal madness and horrifying power concentrates the experience as a prism focuses a ray of light through this, the least of his Shintai Charms, intensifying the experience many times over. Mortals caught up in the experience very quickly become broken, twisted, mewling wretches, hopelessly addicted to the limitless possibilities of the Wyld.

Upon activating this Charm, the Infernal bellows forth a gout of bright colors in all hues possible and impossible, which consumes her body instantly in a glittering bonfire of blazing, shimmering rainbows. The Infernal may activate Play the Music, Light the Lights at no cost at the same time she activates this Charm; the Wyld Zone created by this Charm radiates out from the Infernal at all times. She also may use Bright Costumes and Bold Makeup each tick at no cost and without counting as a Charm activation to constantly change her form. Additionally, this Charm grants the following benefits. First, the difficulties for the Wyld Exposure and Wyld Addiction rolls for any person other than the Infernal who is caught within the bounds of Play the Music, Light the Lights increases by the Infernal's permanent Essence; Essence-users may offset this penalty for any required Wyld Exposure roll by spending motes on a one-for-one basis, if they are not already immune to the Wyld's effects. Second, each target must make a Wyld Exposure and Wyld Addiction roll on each of their action ticks while they remain within the bounds of Play the Music, Light the Lights (succeeding at a Wyld Addiction roll prompted by this Charm does not grant the target the normal +1 bonus for future rolls over a number of months as described on page 288 of Exalted). Finally, while this Charm is active, the number of successes required to mirror any spell using Sorcerous Enlightenment of Oramus is halved, rounding down, and the number of times the Infernal may use Sorcerous Enlightenment of Oramus is increased by the Infernal's permanent Essence.


Crimson King Shintai
Cost: 30m, 2w; Mins: Essence 5; Type: Simple
Keywords: Combo-Basic, Shaping, Form-Type
Duration: Indefinite
Prerequisite Charms: Touch Of The Eldest, Actors In A Child's Play, Calculating Dho-Hna Angles, Glimpsed Through A Warped Mirror

Pity poor Oramus, for if he could activate this charm his troubles would cease. Alas, the Incarna decreed that only his most restrictive jouten would be admitted into the realms of the real. Green Sun Princes face no such bindings, and may call forth their bloody majesty into Creation at will, transforming themselves into a cape of billowing red fluid draped around a humanoid emptiness, crowned with a wreath of Crimson fire.

While using this charm the Infernal must pay a 3 mote surcharge on the cost of any charms not belonging to Oramus.

In this form, the Infernal can be everywhere and nowhere. The Infernal adds his Essence in automatic successes to all awareness rolls and may reflexively move to any point he can see by spending 1 mote. This movement effect does not grant the Infernal any special ability to dodge attacks and only takes effect after any attacks against the Infernal made on that tick have been resolved. This ability does instantly and perfectly end any grapple that the Infernal is subject to, and this power does NOT suffer the imperfection of the Dragon Beyond the World. Furthermore, the Infernal can reflexively hold any damage he suffers Elsewhere, committing one mote for a bashing level, two motes for a lethal level and three motes for an aggravated level. The Infernal can transfer these wounds in step 10 of combat resolution the instant he would normally suffer them and can hold them for up to the duration of this charm. The infernal heals these wounds even while they are Elsewhere at normal rates, after healing any wounds on his health track. Such wounds always count as wounds on the -0 track.

While wearing the crimson crown the Infernal has dominion over many unreal kingdoms. The Infernal always counts as being part of a mass combat unit with magnitude at least equal to that of the creature or unit attacking him for the purposes of calculating magnitude penalties (before taking account of bonuses for formations), and always forces a rout check on enemies damaged by the Infernal or his unit (charms or effects that would normally prevent rout force an Essence roll off). The Infernal always counts as being leader of a social unit with a magnitude equal to his Essence and a policy the same as his motivation. The magnitude of this social unit can never be reduced, but if its loyalty is reduced to zero the Infernal must still capitulate to the social attack that brought it to this point. Loyalty is then restored as if the social unit's magnitude shrunk.

Finally, any troops routed by the Infernal or his unit, or any targets reduced to zero willpower by the Infernal's social attacks, can be added to the Infernal's kingdom as a shaping effect. The subjects are dragged screaming (often by tentacles) to realms beyond, never to return. Spirits subject to such effects never are never reborn and demons count as dead for the purpose of fetich death and similar effects, and targets taken beyond never leave ghosts. Celestial Exaltations do find their way back to Creation after an indeterminate time. At Essence 8, this power transcends reality itself and no longer counts as a shaping effect.

Mind you, this is but one of the two different versions of Oramus' Charmset on the Web...and also the most benign. The other one is full Eldritch Abomination.

The second thing I wanted to ask is if you will be using Canon witness to darkness with the no Charisma penalty? Because Lelouch's key traits were Charisma in addition to Manipulation.
Yes. I mean it was never changed in any errata, right? That's also why WtD will not feature among the ED Charms Lelouch will start with. You will decide if pursue the Ebon Dragon route or not.
 
If you don't mind answering, how are you deciding what counts as Charisma-based persuasion and what counts as Manipulation-based persuasion?
Characters use Charisma whenever they speak of anything in which they genuinely believe.

Characters use Manipulation to control others through deception or emotional trickery.
You use the first when you're honest. You use the second when you're not.

If someone have a better explanation, feel free to post it.
 
You use the first when you're honest. You use the second when you're not.

If someone have a better explanation, feel free to post it.
It's basically the difference between Big Boss and, well, Lelouch. I guess. Big Boss doesn't really need to do anything, people follow him of their own will. Lelouch uses people like chess pieces, and he has to hide his true motives behind a veil of lies.

Really though, they're basically interchangeable both mechanically and thematically. Charisma lets you make a better first impression so its easier to get people to do what you want, while Manipulation lets you do everything Charisma can but its somewhat harder to get your hooks into someone. That's assuming you just invest in one or the other of course, but that's really not worth it considering the functionality overlaps.

Losing Charisma won't affect Lelouch that much since he is undoubtedly a Manipulation focused social build. He has to work somewhat hard at gaining peoples trust - he can't just rock up like Big Boss does and make instant followers out of people.

I suppose you could just say that Charisma is social stuffs plus trustworthiness while Manipulation is social stuffs plus lying/deception.
 
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